Muutke küpsiste eelistusi

E-raamat: Game Engine Architecture: Volume II, Graphics, Motion, and Sound

  • Formaat: EPUB+DRM
  • Ilmumisaeg: 22-Apr-2026
  • Kirjastus: CRC Press
  • Keel: eng
  • ISBN-13: 9781040751152
  • Formaat - EPUB+DRM
  • Hind: 89,69 €*
  • * hind on lõplik, st. muud allahindlused enam ei rakendu
  • See e-raamat ei ole veel ilmunud. Saate seda tellida alles alates: 22-Apr-2026
  • Lisa soovinimekirja
  • See e-raamat on mõeldud ainult isiklikuks kasutamiseks. E-raamatuid ei saa tagastada.
  • Formaat: EPUB+DRM
  • Ilmumisaeg: 22-Apr-2026
  • Kirjastus: CRC Press
  • Keel: eng
  • ISBN-13: 9781040751152

DRM piirangud

  • Kopeerimine (copy/paste):

    ei ole lubatud

  • Printimine:

    ei ole lubatud

  • Kasutamine:

    Digitaalõiguste kaitse (DRM)
    Kirjastus on väljastanud selle e-raamatu krüpteeritud kujul, mis tähendab, et selle lugemiseks peate installeerima spetsiaalse tarkvara. Samuti peate looma endale  Adobe ID Rohkem infot siin. E-raamatut saab lugeda 1 kasutaja ning alla laadida kuni 6'de seadmesse (kõik autoriseeritud sama Adobe ID-ga).

    Vajalik tarkvara
    Mobiilsetes seadmetes (telefon või tahvelarvuti) lugemiseks peate installeerima selle tasuta rakenduse: PocketBook Reader (iOS / Android)

    PC või Mac seadmes lugemiseks peate installima Adobe Digital Editionsi (Seeon tasuta rakendus spetsiaalselt e-raamatute lugemiseks. Seda ei tohi segamini ajada Adober Reader'iga, mis tõenäoliselt on juba teie arvutisse installeeritud )

    Seda e-raamatut ei saa lugeda Amazon Kindle's. 

In this new and improved fourth edition of the highly popular Game Engine Architecture, Jason Gregory draws on his two decades of experience at Midway, Electronic Arts and Naughty Dog to present both the theory and practice of game engine software development. In this book, the broad range of technologies and techniques used by AAA game studios are each explained in detail, and their roles within a real industrial-strength game engine are illustrated.

The fourth edition offers the same comprehensive coverage of game engine architecture provided by previous editions, and this second volume delves into all of the major subsystems found in every game engine, including the animation engine, the 3D rendering engine, the lighting engine, the physics engine, the audio engine, and the game object model.

This book is intended to serve as an introductory text, but it also offers the experienced game programmer a useful perspective on aspects of game development technology with which they may not have deep experience. As always, copious references and citations are provided in this edition, making it an excellent jumping off point for those who wish to dig deeper into any particular aspect of the game development process.

 

Key Features

  • Covers both the theory and practice of game engine software development
  • Examples are grounded in specific technologies, but discussion extends beyond any particular engine or API
  • Includes all mathematical background needed
  • Comprehensive text for beginners and also has content for senior engineers


In this fourth edition, Jason Gregory presents both the theory and practice of game engine software development. The broad range of technologies and techniques used by AAA game studios are each explained in detail, and their roles within a real industrial-strength game engine are illustrated.

Preface, 11 Rendering, 12 Lighting and Post-Processing, 13 Animation
Systems, 14 Collision and Rigid Body Dynamics, 15 Audio, 16 Introduction to
Gameplay Systems, 17 Runtime Gameplay Systems, 18 You Mean Theres More?
Jason Gregory has worked as a software engineer in the games industry since March 1999, and as a professional software engineer since 1994. He got his start in game programming at Midway Home Entertainment in San Diego, where he worked on tools, engine technology and game play code for Hydro Thunder 2 (arcade). He also wrote the PlayStation® 2/Xbox animation system for Freaky Flyers and Crank the Weasel. In 2003, Jason moved to Electronic Arts Los Angeles, where he worked on engine and game play technology for Medal of Honor: Pacific Assault and served as a lead engineer on the Medal of Honor: Airborne project. Jason is currently a Lead Programmer at Naughty Dog Inc., where he and his team are working on an exciting new game title for PlayStation® 5. He also developed engine and gameplay software for Naughty Dogs Uncharted: Drakes Fortune, Uncharted 2: Among Thieves, Uncharted 3: Drakes Deception, Uncharted 4: A Thiefs End, Uncharted: The Lost Legacy, The Last of Us Part I and The Last of Us Part II for PlayStation® 5, PlayStation® 4, PlayStation® 3, and PC. Jason has also developed and taught courses in game technology at the University of Southern California.